blob: a53042b93b451812edfdead570db42f34bca1c81 [file] [log] [blame]
//
// Copyright (c) 2013 The ANGLE Project Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
//
// BufferStorage11.h Defines the BufferStorage11 class.
#ifndef LIBGLESV2_RENDERER_BUFFERSTORAGE11_H_
#define LIBGLESV2_RENDERER_BUFFERSTORAGE11_H_
#include "libGLESv2/renderer/BufferStorage.h"
namespace rx
{
class Renderer11;
class DirectBufferStorage11;
class BufferStorage11 : public BufferStorage
{
public:
explicit BufferStorage11(Renderer11 *renderer);
virtual ~BufferStorage11();
static BufferStorage11 *makeBufferStorage11(BufferStorage *bufferStorage);
virtual void *getData();
virtual void setData(const void* data, unsigned int size, unsigned int offset);
virtual void copyData(BufferStorage* sourceStorage, unsigned int size,
unsigned int sourceOffset, unsigned int destOffset);
virtual void clear();
virtual unsigned int getSize() const;
virtual bool supportsDirectBinding() const;
ID3D11Buffer *getBuffer(GLenum usage);
private:
Renderer11 *mRenderer;
ID3D11Buffer *mStagingBuffer;
unsigned int mStagingBufferSize;
typedef std::vector<DirectBufferStorage11*> DirectBufferList;
DirectBufferList mDirectBuffers;
unsigned int mSize;
void *mResolvedData;
unsigned int mResolvedDataSize;
bool mResolvedDataValid;
unsigned int mReadUsageCount;
unsigned int mWriteUsageCount;
void markBufferUsage();
};
// Each instance of BufferStorageD3DBuffer11 is specialized for a class of D3D binding points
// - vertex/index buffers
// - uniform buffers
// - (possibly in the future, transform feedback buffers)
class DirectBufferStorage11
{
public:
DirectBufferStorage11(Renderer11 *renderer, const GLenum target);
~DirectBufferStorage11();
bool hasTarget(const GLenum target) const;
bool updateFromStagingBuffer(ID3D11Buffer *stagingBuffer, const size_t size, const size_t offset);
ID3D11Buffer *getD3DBuffer() { return mDirectBuffer; }
bool isDirty() const { return mDirty; }
void markDirty() { mDirty = true; }
private:
Renderer11 *mRenderer;
const GLenum mTarget;
ID3D11Buffer *mDirectBuffer;
size_t mBufferSize;
bool mDirty;
void fillBufferDesc(D3D11_BUFFER_DESC* bufferDesc, unsigned int bufferSize);
};
}
#endif // LIBGLESV2_RENDERER_BUFFERSTORAGE11_H_